Texturing for Pygmalion Project


#2

hey I think the texturing looks great, it might look a tad plastic, but if that’s what you’re going for it looks fine. The only problem I see is that the eyes look a little too far apart. There should be one eye length between the eyes and there looks to be one and a half.


#3

silentsamurai, thanks for the comment! I noticed the spacing between the eyes when I recieved the model, something that might need to change. I’m going to try and stay away from a plastic skin look and add more layers to the skin.

I just recently did some texturing of her clothes. I did a combination of hand painting and photo reference for the apron. For the hat I found some photo reference to see how it would look…still probably gonna try to hand paint it. I’m going for a straw hat…anyone have good advice on getting that kinda look?

Cheers,

M


#4

When I originally modeled this I intentionally chose to outspace the eyes and make them oversized as well…this added a bit to the stylization that I was aiming at during the modeling of the mesh.

 Textures on the cloth and hat are looking great!

For your cloth i’d change that color to the bump node and procedurally texture the cloth…also add to the bump depth a ramp shader with the color set to the facing ratio so that you lessen the moire effect thats goin on.

EDIT: Check the main thread of the collab project and read my responses there as well.

EDIT AGAIN: The band on the hat looks really nice but in the concept I was building off of it seemed to be more of ribbon and redder than a leatherish strap.??


#5

Thanks Rockmanex! It’s been fun working with this model. The eyes really aren’t that much of an issue, I appreciate this stylized look.

EDIT: I just put a placeholder shader for the strap for now, it will probably change soon


#6

I noticed you kept my procedural eye textures though…hahah.

EDIT: check you sig too…links look bad.


#7

Yeah, I dug those, and they’re easy to rig…I’ve tried eyes before and haven’t been too happy with them.


#8

Updated textures on Liza’s apron. I added more to the color layer and put in some grime and dirt layers. I also messed with the bump map to try and even it out a little more.

Rockmanex, I tried following your advice and it does make the bump look better


#9

I’m also having this problem when I render. No matter how I set it up I get this grid of white dots in the lower left hand corner. Anybody had this problem before and know how to fix it?


#10

Here’s some updates on the head texture. I added more to the color and did some dirty grimy work as well. There’s a slight bump map too, but you can’t really see it with these renders.


#11

Hey Matt

I’m working on GBS for the Pgymalion Project. I think her face is coming along well but maybe it’s becoming a little too pink? Or maybe add a few variations on the tone. But it’s definitely coming along though. I like the straw hat on the middle thumbnail that you posted. I think you could probably work with that and maybe just paint in some lines using photoshop or painter to give some variety. I’m not sure about the rendering problem you had. That’s never happened to me before. I hope my comments help!


#12

I think the color is a bit too pinkish as well…looks more like a heavy blush than makeup…try to vary it up some more as well as, I dunno but personally when I was modeling her, I thought more about light freckles around the nose and cheek areas with maybe a light smudge or two of dirt on her cheeks, maybe her chin or forehead but not really uniform…I also was considering little to no bump really unless a light noise for pores (which seems like overkill on a cartoony model) and possibly using a blinn with no refelctiity and low/spec eccentricity for the skin…then again its your call in what you want to do since I passed on the texturing bit.


#13

I made a bunch of variations before, but just hadn’t posted them yet. I’m starting to agree that it is too pinkish, but I wanted to test the extreme color first. Here are some lighter ones that I did as well. There are freckles on the cheeks and the nose, a bit on the chin too, those can be dialed up or toned down if needed. Right now I’ve just got a phong shader on with low spec and very little bump.


#14

Here’s the lightest version I was working with…


#15

The middle version works a bit better…though I’m still a bit leery on the head…guess I’d have to see it with the hat on.

Also…what do you plan on doing with the hair?


#16

Yeah, I kinda liked the inbetween version as well. I didn’t texture the rest of the head much cuz it’s going to be covered with hair and the hat so it won’t be seen.

I’ve actually never textured hair before. I was thinking about trying to use a procedural shader cuz I don’t really want to handpaint it and I don’t think it should be highly detailed. Any ideas or good methods?


#17

Alright, so I had to tryout texturing hair. This is what I came up with, all procedurally shaded. I tried to stay away from detail but I couldn’t resist :slight_smile:

Let me know what you guys think. Mike, I know you described dirty hair in the character attributes. Is this in the right direction?


#18

MJO120881Hey!, the hair is looking pretty good. I like that. I agree with Rockmanex about the face texture- the middle texture is better to me as well.


#19

If you did any better I would ask you to also model a bottle of English Hair Shampoo. This is good Matt.


#20

I like the gloss of the hair!! Middlest textures looks better for me too : ). Nice to see many updates!

Pygmalion Animation Project
Red Fantasy, Sil Ariaans (3D)


#21

Finally got the skirt UVs laid out. Here’s the skirt texture/color.